The famous Fallout 3 mechanics were almost cut out - the developers feared that V.A.T.S. would not be needed by anyone

The famous Fallout 3 mechanics were almost cut out - the developers feared that V.A.T.S. would not be needed by anyone

Some ideas were implemented at the final stage of development.

Recently, Bethesda artist Istvan Peli gave an interview to EDGE magazine. During the conversation, he shared his memories of how the developers moved on to working on Fallout 3, which became a "big turning point" for the team.

Then the studio "had to prove" that it could cope with a completely different, opposite fantasy genre.

Fallout 3 remained a role-playing game, but at the same time it was also a shooter:

We had to think about how a character's abilities affect his ability to shoot. If your skills are bad, then when you shoot, you miss, but does it feel cool? Or is it just annoying?
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Then they came up with the V.A.T.S. system (turn-based aiming), which on the one hand solved this problem, but on the other hand created other "significant problems".

According to Peli, for a long time the developers did not really believe in this mechanic and it was very difficult to implement:

There was a long period when we thought: "Is [V.A.T.S.] even fun? Is it worth doing? Will anyone even use this?"

Bethesda had to write a special algorithm "so that the camera does not get stuck behind objects" during slow motion. It took so long to refine the system that Bethesda managed to complete work on it shortly before sending Fallout 3 to release.

As a result, the concept of V.A.T.S. caught on and appeared in subsequent parts of the franchise - Fallout: New Vegas and Fallout 4.

Fallout 3
Xbox 360

Fallout 3

Ролевая игра
28 Oct 2008 г.
To game page
Boris Piletskiy
12 Jan 05:45
Источники: Сайт gamesradar