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Six Days in Fallujah News

2022

Victura and Highwire Games announced plans to nearly double the size of the team developing Six Days in Fallujah and delay release of the game until Q4-2022.

“It became clear that recreating these true stories at a high quality was going to require more people, capital, and time than we had,” according to Victura CEO Peter Tamte. “Doubling our team is just one of many things we’re doing to make sure Six Days in Fallujah brings new kinds of tactical and emotional depth to military shooters.”

Conceived by a Marine who was badly wounded during the battle, and developed with help from more than 100 Marines, Soldiers, and Iraqi civilians, Six Days in Fallujah mixes documentary with gameplay to recreate true stories from the 2004 Second Battle for Fallujah. The game aims to give players a deeper understanding of urban warfare through the stories and struggles of both service-members and civilians. Six Days in Fallujah is being developed for Victura by Highwire Games, which is led by many of the people who co-invented the original Halo and Destiny games.

Six Days in Fallujah is now scheduled to release for PCs and consoles in Q4-2022.

SITREP: Global Dynamic Lighting

[h3]"When you’re going through these houses, it’s dark—there’s no electricity. And they know you’re coming. They’re hiding in the dark, waiting on you."—SSgt Paul Starner[/h3]

Traditionally, most game engines “pre-bake” their lighting. While this approach can yield strong visual quality, it comes at the cost of a static game world—sunlight, shadows, lamps, and most other lights are all fixed from start to finish. Of course, in the real world, light and shadow can change constantly—and this often has a huge impact on combat.

Marines, Soldiers, and civilians didn’t have the luxury of memorization and trial and error when navigating Fallujah. In Six Days in Fallujah, players don’t either. And so, we sought a solution that would compete with baked lighting in visual fidelity but also offer the flexibility needed to match our gameplay goals. We arrived at Global Dynamic Lighting.



Even something as simple as clouds moving across the sky can change player visibility. As the clouds reposition across the sky, the intensity and distribution of light also changes across the game world. Ultimately, this affects how the player’s eyes adapt to this light.

Take the two screenshots above as an example. In the first, intense sunlight creates very specific and targeted areas of visibility. However, the increasing cloudiness in the second screen distributes light more evenly, exposing insurgents who would otherwise be hidden. In other conditions, clouds might hide these threats.

Global Dynamic Lighting combines with another Six Days innovation—Procedural Architecture. As we announced earlier this year, Six Days in Fallujah re-shapes the architecture inside and outside of buildings each time you play. With ever-changing lighting, and buildings that change shape every time you play, you can never predict what’s about to happen. Even if the same map is replayed over and over, you’re always going in blind—just like actual combat.

DEVELOPER COMMENT:
Let’s examine a case using Team Fortress 2's popular map, Badwater Basin. If you’ve never played TF2, you still probably recognize the map. If you were a regular, you likely played it with your eyes closed. A community member modded the map, leaving players very disoriented afterwards. Most were convinced the actual geometry of the map had changed, when in actuality, the modder simply rotated the angle of the sun by 180 degrees. Areas that used to be in shadow were now fully lit. Subconsciously, players were using lighting as a means for map memorization. There was little strategy involved—simply choose the light path versus the dark one after leaving spawn.

Global Dynamic Lighting peaks with outdoor environments in direct sunlight. With an open canvas during middle parts of the day, the scene isn’t overly complicated and approximating sunlight becomes less challenging. To achieve exterior authenticity, we found the exact position of sun during the first day of Operation Phantom Fury. Plotting this data to a curve with accurate height and angles, we mapped the complete arc of the sun for this entire period. With this, we possess the ability to dramatically change gameplay scenes by simply changing the angle of the sun. All on a realistic trajectory.

However, interior lighting poses more of a challenge. While other titles can completely separate interior and exterior levels, Six Days doesn’t have this luxury because players move seamlessly between houses. Marines were constantly moving between bright, wide-open outdoor spaces and dark, claustrophobic interior rooms throughout this battle. So, our interiors needed the lighting contrast and visual fidelity traditionally offered with baked lighting. But, just like our outdoor lighting, Procedural Architecture means our indoor lighting also had to be dynamic because the walls, furniture, windows, and other indoor components can change every time you play. So, we had to create our own unique dynamic lighting system.

With this Global Dynamic Lighting system, we have more creative control over Six Days. As shown in the video below, the transition from interiors to exteriors can be blinding and create various degrees of stress when being fired upon. This lack of visibility requires you to devise new tactics before entering many buildings. On the other side, moving from a bright afternoon into a dark basement can drive feelings of claustrophobia. On both accounts, the player walks into each scenario feeling unsettling emotions—uncertainty, hesitation, and fear.

[previewyoutube][/previewyoutube]

Lighting, or lack thereof, is as much of a threat as enemy insurgents. You’re fighting the darkness as well as the boogieman, one just as relentless as the other. While the enemy is clearly discernible in other shooters, dark-clothed insurgents lurking in the shadows are entirely different entities. At its core, it’s a different fight with different strategies the player may employ. In one case, you may see muzzle flash firing from a doorway in the distance. In another, swinging ceiling lights may indicate enemy movement. Do you shoot blindly, expunging crucial ammo, toggle your flashlight for more clarity at the cost of your position, or simply hold and wait?

[previewyoutube][/previewyoutube]

With Global Dynamic Lighting, time of day is no longer a development obstacle, as we are also featuring night operations in the game. Lighting plays a significant role here, with flares being deployed to light the area of operations. We have the ability to move these flares as needed as they fall, without any inconsistencies in world shadows. As you know, flares are not a consistent source of light, and the player returns to a dark night in Fallujah as the flares taper off. What’s more, enemy AI is tuned to better notice players when visible in light or when holding flashlights.

Working alongside Procedural Architecture, Global Dynamic Lighting is fundamental to giving our players a unique experience each and every time. Until recently, it was believed that Global Dynamic Lighting in high-end 3D shooters was only possible on the most recently released game consoles and high-end PC graphics cards. However, we are bringing this extraordinary technology to previous generation consoles and mid-range PC graphics cards, as well as the newest, next-generation systems, when Six Days ships in Q4-2022.

Gameplay Sneak Peek

Check out a sneak peek of Six Days in Fallujah gameplay via IGN:

[previewyoutube][/previewyoutube]

Introducing Procedural Architecture

“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.”

“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.”

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.”

Watch the full video detailing Procedural Architecture:

[previewyoutube][/previewyoutube]

Community Letter - March 8, 2021

We understand the events recreated in Six Days in Fallujah are inseparable from politics. Here's how the game gives voice to a variety of perspectives:

The stories in Six Days in Fallujah are told through gameplay and documentary footage featuring service members and civilians with diverse experiences and opinions about the Iraq War. So far, 26 Iraqi civilians and dozens of service members have shared the most difficult moments of their lives with us, so we can share them with you, in their words.

The documentary segments discuss many tough topics, including the events and political decisions that led to the Fallujah battles as well as their aftermath. While we do not allow players to use white phosphorus as a weapon during gameplay, its use is described during the documentary segments.

During gameplay players will participate in stories that are given context through the documentary segments. Each mission challenges players to solve real military and civilian scenarios from the battle interactively, offering a perspective into urban warfare not possible through any other media.

We believe the stories of this generation's sacrifices deserve to be told by the Marines, Soldiers and civilians who were there.

We trust you will find the game -- like the events it recreates -- to be complex.