Words by Jake Tucker, Editor in Chief We’re picking our way through one of Six Days in Fallujah’s procedurally generated houses; an explosion rings out. ‘I’m down, I’m down.” squelches a radio. I want to turn around, but I can’t; there are two doorways in front of me that I’m positive will erupt with heavily armed enemies the second I turn around. There’s shooting behind me. Everything is loud as hell, and it’s impossible to pick out the squawking voices of
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