Six Days In Fallujah Command and Control Update

Six Days In Fallujah Command and Control Update

As a veteran gamer who grew up with the tactical brilliance of games like Republic Commando and Brothers in Arms, I can’t help but feel a sense of nostalgic longing for the days when AI fire team action was the norm. The Command and Control update for Six Days in Fallujah has brought back memories of those glory days, and it’s a delight to see this genre trying to make a comeback.


“Delta squad, form up.”

2005 saw the release of what many consider the grandmasterpiece among Star Wars games and standalone tactical shooters, by LucasArts.

In Star Wars: Republic Commando, you find yourself commanding a four-member elite unit on a mission to counteract the separatist threat across the galaxy. The outcome of your squad heavily relies on your leadership skills.

Games similar to that aren’t being produced these days, but Six Days in Fallujah aims to bring back such experiences. Essentially, Six Days has been revitalized following the recent upgrade to its Command and Control gameplay style.

The Command and Control update aims to depart from the traditional gameplay pattern, resurrecting AI squad actions that seemed extinct, by combining narrative missions with randomly generated ones, offering fresh customization possibilities.

An Ode to Tactical Shooters of Yore

Six Days In Fallujah Command and Control Update

In Six Days, they haven’t attempted to re-invent the wheel in the latest Command and Control update. Instead, the method of controlling your AI squad harkens back to the classic tactical shooter games that were incredibly popular years ago, providing a delightful sense of nostalgia.

You can tell your crew where to go, look, and where to put down suppressive fire, on top of more specific commands such as stacking up for doors or planting explosives.

It’s unfortunate that tactical games featuring fire teams are becoming rare, and it’s regrettable that the gaming industry isn’t doing more to prevent this decline.

Star Wars: Republic Commando was a standalone game that left fans wanting more.

Even among all these disappointments, none compare to the pain of losing touch with Rainbow Six. Originally a leader in tactical shooting games, the series seemed to stray from its roots as it evolved from a serious tactical experience into something resembling a caricature of a shooter, concentrating on heroic operators and speeding up gameplay.

Six Days in Fallujah, though still a fledgling project, shows an impressive level of ambition. The developers have been vocal about criticizing AAA studios for not meeting expectations within the shooter genre.

In a similar vein, the game Six Days resurrects the essence of the Republic Commando, just as Ready Or Not rekindled the spirit of the SWAT series. Neither are likely to surpass the sales of Call of Duty, but they don’t need to.

This is combat art for the sake of art, and the world is a better place for it.

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2024-11-07 23:38