Goldrusher
Legacy Member
release: 2010
genre: third person shooter, horror
dev: Atomic Games
genre: third person shooter, horror
dev: Atomic Games
Peter Tamte zei:The genesis of Six Days in Fallujah -- what is perhaps the most controversial mainstream game premise we've ever heard -- stretches back to 2003. "One of the divisions in our company was developing training tools for the US Marine Corps," Tamte explains, "and they assigned some marines from the Third Battalion First Marines to help us out." By an unfortunate coincidence, some months later that same battalion was called into action in Iraq to engage in the bloodiest battle of the war -- the Battle of Fallujah. "Fallujah was, and still is, the largest urban assault since the Vietnam War," Tamte says, "and just under half of the Marines in that battalion were killed or wounded." Tamte's team had already grown very close to these marines and considered them friends. "When they came back from Fallujah, they asked us to create a videogame about their experiences there," Tamte reminisces. "It seemed like the right thing to do."
"Marines are trained to not back down from anything," Benito explains, "so what we had in Fallujah was the irresistible force meeting the immovable object." When the marines first penetrated the northern edge of Fallujah, they were energized and enthusiastic. But by the third and fourth days of the battle, the combat high had "turned into the depths of despair," Benito says. "The marines weren't prepared for the ferocity of the resistance in Fallujah...this was a very new situation, and they had to adapt." Adapt they did.
According to the developers, the game's environments are 100 percent destructible and degradable thanks to a completely custom rendering engine. Fully destructible environments -- settings that collapse and explode realistically under bombs and bullets -- remain a massive technological hurdle for most game programmers. And though "destructible environments" have been hyped in games ranging from 2000's Red Faction (and Red Faction Guerrilla) to 2007's Battlefield Bad Company, the results have been limited and disappointing. Not so in Six Days to Fallujah, according the development team. "This engine gives us more destructive capability than we've seen in any game," Tamte interjects, "even games that aren't finished yet." According to the developers, destructible environments are critically important to telling the true story of the events in Fallujah, as the marines eventually learned to blow holes in houses (using C4, grenade launchers, air strikes and more) to surprise the insurgents waiting within. Referring to these moments as "combat puzzles," Tamte claims that the destructible environments "change literally every aspect of how you play this game." Though Six Days in Fallujah is not yet in playable form, the Tamte claims that "you can do everything from creating a new line of attack by blasting through a wall, to taking out a sniper by blowing up part of the building." According to Benito, the destructible environment adds so much to the gameplay that it's "frustrating" to go back to games like Call of Duty 4 or Gears of War 2.
In parts of the "game-amentary," as the developers of "Six Days" have called it, users are forced to make hard choices. In one opening sequence, an enemy bursts from a door without a weapon in hand. Players can decide if this character qualifies as a hostile and can act accordingly. Whether you choose to shoot the unarmed person will drastically change your experience with the game and will be heavily based on the player's own support or objections to the war. Those personal feelings are complicated by the need to survive to succeed in the game.

