Levels are randomly generated to make players feel the uncertainty of soldiers in battle.
A few weeks ago Six Days in Fallujah resurrected 11 years after being canceled, to everyone’s surprise. If you do not know what we are talking about, it is an FPS that was being developed by Konami based on the Iraq War, and that they have now taken from victura, a new study formed by, among others, former Bungie components. The shooter had made headlines due to the controversy raised by its creatives, who said that it was not a political game, only to later recognize that the facts that it tells are inevitably political.
Each room will be procedurally created to generate uncertainty, as in battlesNow the game is news for something more typical of the sector, and that is that this tactical shooter has announced the use of a technology that promises to be revolutionary and is called “Procedural Architecture”. This technology will procedurally generate the battlefield each time a game starts; will render buildings and entire city blocks procedurally. His team explains it -in English- in the video that we leave you just above. And in this way, the statements in which they affirmed that they do not want to do a COD of the Iraq war are better understood.
With this procedural architecture, they want the game to become unpredictable, as occurs in a conflict such as the one in adventure. And for this they were inspired by the reflections of Iraqi military and civilians who shared their experiences on the battle. Thus, they want the player to see a new way to delve into military tactical shooter, bringing the user a closer and more realistic proposal.
They have been working on this technology for three years with which there will never be two equal scenarios“The Marines told us they never knew what they would find behind the next door,” says Six Days in Fallujah creative director Jaime Griesemer. “But in video games we play the same maps over and over again. Knowing the map and buildings by heart makes encounters in a video game very different from real combat”. “Memorizing the maps is impossible. It’s that simple, ”argued Sergeant Adam Banotai, who led a platoon of Marines door-to-door throughout Fallujah. “Entering a building or neighborhood that you don’t know is terrifying. You have no idea what’s going to happen and that’s why we had so many casualties”.
In this way, to encourage the danger of urban combat, those responsible for the game have spent three years working on a technology that automatically render every room in every building, and also dynamic AI so that the environments are different. In the game, each map will be new and we will never know what we are going to find; that will be the counterpoint to an adventure based on true stories.
The launch of Six Days in Fallujah is scheduled for this year 2021.
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