We'd like to thank Nathan Cheever, the lead mission designer on Six Days in Fallujah, for assisting and advising us on this project. If you'd like to find out more about the game, he has a page dedicated to it here: http://www.curiousconstructs.com/game... After the release of the critically-acclaimed first-person shooter Call of Duty 4: Modern Warfare, the video game market was perpetually flooded with war-themed games for a decade. Open-world levels and exotic weapons commonly seen in the likes of iconic shooters from the nineties - these including DOOM, Quake, and Duke Nukem 3D - were dropped in favor of linear levels and realistic weaponry. Game plots were no longer mere backdrops for the action, and a large cast of characters would be integral to what’s going on. The days of macho, muscle-bound, one-man-army protagonists was over. While most modern military shooters were works of fiction loosely based on contemporary events, Six Days in Fallujah, a third-person tactical shooter developed by Atomic Games, was intended to be a virtual depiction of the Iraq War’s Second Battle of Fallujah of late-2004. This was a joint-offensive comprised of US, British, and Iraqi fighters. After the first battle in April, which took place after a small private security team were killed by Iraqi insurgents, it was discovered that that an estimated 3,000 members of this militia had set up their operations within the city of 250,000 people. An emergency evacuation allowed the Coalition to fight without fear of any civilians being caught in the crossfire. Collectively, over 100 Coalition fighters were killed and 1,000 injured. According to the Red Cross, around 800 civilians also lost their lives during the conflict. Much of the city was left in ruins from the battle, leaving many men and women homeless as a result. In summary, to call it a sweeping victory for the Coalition would be painfully inaccurate. Due to the critical backlash from the mainstream press, anti-wa