Atomic’s one handed coders rebrand Fallujah game as Six Hours in My Lai

virtual rapeNMT has obtained screenshots from Atomic Games ‘Six Days in Fallujah,’ traded p2p and remarketed as Six Hours in My Lai. There was no budget to modify the OIF coalition uniforms to resemble the Vietnam GIs, but who’s looking at the clothing? Nostalgic vets will find the rape reenactments unremarkably familar. In reality the mayhem of My Lai and My Khe lasted 28 hours, not six, but industry research indicates that cyber ejaculators rarely have more than a six hour window before a landlady looks in on them.

Gaming studies remain inconclusive about whether virtual sex stimulation augments with cumulative scorekeeping. It will require a scientific leap before computer health levels can fortify a real-world refractory period. Otherwise virtual serial binges cannot build on themselves like the longer pyramid games of Civilization or World Of Warcraft.

okinawa schoolgirl rapeJapanese game publisher Konami, forced by civilian outcry to drop a distribution deal for Atomic’s Fallujah first person shooter, is pleased that the salient gangbang modules will find their way to end-user Marine Corps wannabes. Konami already has a bestselling Raper II title, an Okinawa schoolgirl adventure for American servicemen. Konami’s own one-handed programmers are set to adapt the Atomic code for the Japanese market. The human trafficking of Iraqi orphans into US contractor Army brothels becomes Korean Comfort Women; US combat depravity becomes The Rape of Nanking.

Deprived of being able to cash in on the Fallujah atrocity allure, Atomic Games is looking for sympathy from the Support the Troops crowd. Atomic laid off the soldiers on its staff, issuing this statement:

“We wish to assure the dozens of Marine veterans who have collectively invested hundreds of hours in this project that, while we have been badly wounded, we will fight on. The stories of your brothers’ courage and sacrifice in Fallujah must be shared with the world.”

By historical accounts, are they referring to the virtual sequences between the levels of action which act like silent movie inter-titles to link the running and jumping to a bigger story? Where the plot points are inviolate can be the only teaching moments in an otherwise chose-your-adventure killing spree. Where will there be opportunity for gamers to show courage and sacrifice with only a menu of rape and murder?

Let’s be clear. The Fallujah video game was not about soldiering. It did not mean to replicate the experience of 99.9% of the American soldiers who served in the battle for Fallujah. A first person shooter is not about following orders, falling in, or self-sacrifice. An FPS is about four wheeling a personal path of personal destruction. Atomic’s Six Days in Fallujah was a spring break for Grand Theft Auto sex tourists.

NMT is equally concerned about the lost Fallujah stories which may have been the narrative of the gameplay. The world should hear of the turning back all male refugees, of the White Phosphorous and sniper Free Fire Zones. The lost Fallujah action sequences no doubt exploited the armored vehicles crushing the Iraqi wounded, and the role of the helicopter gunships over the river, Red Bridge and the Fallujah hospital.

Navy Seals virtual unreality

Screen shot of combat sim hours you can log at home
You hear soldiers in today’s documentaries make the crack all the time: “[Iraq] isn’t a computer game.” In war you get injured, you die, and it’s all for keeps. Yet the military still uses virtual combat games to interest recruits. In the Navy Seals game, you get to fight side by side as part of a team. And sacrificing individual for the good of the team hints at what real military service requires. First Person Shooters differ from real war zone experience in that very fundamental manner.

In a video game, because you’re your own center of the universe, you decide what action to take. You move forward or don’t. You decide how to do it and when. In real war, you are following orders. You may be taking fire, you may see a better action than the one you are ordered to do, you don’t get to do it. You are subjected to the violence, not raining it upon someone else.

In a video game, after each successful run, you advance to another level, you are rewarded for your talent, your sense of initiative is offered a greater challenge and the promise of more after that. In real war, you return to base and start again at the same task. Each exposure increasing your chance of getting hurt or killed. There are no saves, there are no energy-replentishing packs, there is no instant healing. Your injuries accrue, your load becomes more difficult to bear as the mission goes on, you run low and run out. And if you succeed, you are expected to succeed again.

In real war, you are a checker piece which is never kinged. You do not ascend to the next terrain, earn extra weapons for your at-hand inventory, find and don protective cloaks. You are a pawn ever expendable. You incur injury, and injured enough, you die, then you’re out.

In real war, you’re like set of brake pads on a car, you serve a purpose. Not a glorious one, not one over which you have any control, but an important task to be sure. You take the heat, you wear out, that’s all. When you’re worn through, you are discarded for another set. How long you lasted is to the credit of your commanding officer in the driver’s seat. Your score adds to his. The end.