Victura and Highwire Games announced today that their upcoming tactical FPS, Six Days in Fallujah, will include some new technology that they're calling "Procedural Architecture." This tech aims to add a bit of randomness to the game by procedurally creating entire buildings and city blocks each time the game is played.
I see historical accuracy isn't the aim of this game after all.
Of course, the devs still continue on to say that the game "recreates true stories from the 2004 Second Battle for Fallujah." It features "help" from over 100 Marines, soldiers, and Iraqi civilians that were present during the battle.
Six Days in Fallujah, for better or worse, will be released on PC and consoles in late 2021.
“Marines told us they never knew what was waiting behind the next door,†says Six Days in Fallujah’s creative director, Jaime Griesemer. “But, in video games, we play the same maps over and over again. Just knowing the layout of a building in advance makes playing a combat encounter in a video game very different than actual combat.â€
“Memorizing maps is fake. It’s that simple,†says Sgt. Adam Banotai, who led a squad of Marines block-by-block through Fallujah. “Clearing an unfamiliar building or neighborhood is terrifying. You have no idea what’s about to happen, and this is one of the reasons we experienced such high casualties.â€
To simulate the uncertainty and danger of urban combat, Highwire Games and Victura invested more than three years building technologies that allow a modern game engine to assemble every room in every building procedurally, along with the dynamic AI and sound systems needed to support game environments that do not remain static.
In Six Days in Fallujah, every map is a new map, so players never know what to expect. While mission objectives and events are consistent with the true stories, every scenario becomes a unique experience each time players restart, ensuring no game ever plays the same way twice.
“With Procedural Architecture, even the game designer doesn’t know what’s about to happen in Six Days in Fallujah,†according to Victura CEO Peter Tamte. “And the best way to overcome this uncertainty is by deploying real military tactics, just like you would if you were really there.â€
“Memorizing maps is fake. It’s that simple,†says Sgt. Adam Banotai, who led a squad of Marines block-by-block through Fallujah. “Clearing an unfamiliar building or neighborhood is terrifying. You have no idea what’s about to happen, and this is one of the reasons we experienced such high casualties.â€
To simulate the uncertainty and danger of urban combat, Highwire Games and Victura invested more than three years building technologies that allow a modern game engine to assemble every room in every building procedurally, along with the dynamic AI and sound systems needed to support game environments that do not remain static.
In Six Days in Fallujah, every map is a new map, so players never know what to expect. While mission objectives and events are consistent with the true stories, every scenario becomes a unique experience each time players restart, ensuring no game ever plays the same way twice.
“With Procedural Architecture, even the game designer doesn’t know what’s about to happen in Six Days in Fallujah,†according to Victura CEO Peter Tamte. “And the best way to overcome this uncertainty is by deploying real military tactics, just like you would if you were really there.â€


