Six Days in Fallujah: levels created randomly thanks to a “revolutionary” technology

Six Days in Fallujah: levels created randomly thanks to a "revolutionary" technology

Back from the dead – we are talking about a project announced in 2009 by Konami – Six Days in Fallujah will finally arrive at the end of this year “on PC and consoles” with a brand new publisher, Victura, as well as a new development studio, Highwire Games. As a reminder, this FPS will tell the second battle of Fallujah in 2004 on the side of the American military, considered one of the most important clashes of the 21st century. And for a story that is as authentic as possible, the game will be helped by the testimony of the soldiers who were there, which we can also find within the software.

To believe them, the Battle of Fallujah was frankly hell: with the goal of “clean” every room in a city destroyed without stopping, danger being present in every corner and constantly taking a different form, the Marines have had to deal with it and have had to constantly adapt to new trials. It is precisely on this observation that the level design of Six Days in Fallujah is based: the developers have designed a technology called “Procedural Architecture”, reshaping the entire map each time for maximum authenticity. The player will therefore have to face unexpected threats and constantly move to the sets and its specificities, “Just as in real life”. Better yet, we are promised a process here “revolutionary”, just that.

Memorizing the cards is unrealistic. It’s as simple as that. Clearing an unfamiliar building or neighborhood is terrifying. You have no idea what’s going to happen. – Sergent Adam Banotai

To better illustrate this random (but smart, a priori) level design, today we have the right to a new one-minute trailer, which is below. From now on, we are waiting for real gameplay images, to see if the game will live up to its ambitions.


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