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Home » Fallout’s Most Iconic Gameplay Mechanic Almost Didn’t Make It
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Fallout’s Most Iconic Gameplay Mechanic Almost Didn’t Make It

News RoomBy News Room8 January 20264 Mins Read
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Fallout’s Most Iconic Gameplay Mechanic Almost Didn’t Make It

Bethesda lead artist Istvan Pely says Fallout 3 almost didn’t include the now-iconic VATS mechanic. The third game was a turning point for the series, transitioning it from a turn-based RPG into an FPS, which worried many die-hard fans at the time but turned out to be a smashing success. Making Fallout 3 work as both a shooter and an RPG wasn’t easy, though, and one of Bethesda’s solutions was close to never seeing the light of day.

It’s been more than 17 years since Fallout became what fans know it as today, and the franchise is arguably more popular than ever, thanks to its Amazon show. Amid this Fallout renaissance, hype is building for the inevitable fifth mainline game, and it’s rumored that Fallout 3 and New Vegas remasters may be on the way, too. As beloved as the third game may be today, it wasn’t always clear that it would be that way, and if things had gone slightly differently, it may not have had nearly the same impact on gaming as it has.

Rumor: Multiple Fallout Games Are in the Works at Bethesda

According to a video games journalist, Bethesda is reportedly working on multiple Fallout projects, including “that one I’m sure you’re all wanting.”

VATS “Only Just” Made It Into Fallout 3

In an interview with Edge Magazine, Pely explained how VATS was a way to balance Fallout 3‘s identity as a shooter with the series’ established RPG elements, but Bethesda almost cut it. The mechanic, short for Vault-Tec Assisted Targeting System, slows time and lets players target specific parts of their opponent’s body, each with different hit chances depending on the player’s stats. True to its RPG roots, VATS lets Fallout players build their character around the mechanic if they’d rather prioritize shooting-based combat over other traits, but this balance was hard for devs to strike. That difficulty, and the novelty of the system, apparently led the team to question whether they should keep it at all.

V.A.T.S. in Fallout 4 Image via Bethesda

Pely says, “There was a long period where it was like, ‘Is this even fun? Is this worth doing at all? Is anyone even going to use this?'” The idea of making shooter combat feel more turn-based felt like a risk at the time, and it wasn’t clear if players would enjoy it. VATS also introduced its fair share of technical complications, with Pely saying Bethesda had to develop an entire algorithm dedicated to ensuring the camera didn’t get stuck behind objects when zooming in when players use the mechanic. However, it seems that hard work paid off, as the system became so integral to the franchise that even the Fallout TV show pays homage to VATS, despite Bethesda nearly leaving it on the cutting room floor.

While it may have started life as a way to introduce RPG gameplay in an FPS context, VATS has since become ingrained in the world of Fallout. Even as the system has aged, some fans say Fallout 5 should keep VATS because it’s part of the story, as its ties to Vault-Tec as an entity make it more than just a mechanic. Beyond its role in the series’ worldbuilding, VATS has become one of the most recognizable aspects of the Fallout games. Getting rid of the system that once was a headache for Bethesda would almost certainly lead to an uproar among at least part of the fanbase today.

fallout-3-and-4-synth-food-parallel Image via Bethesda

Some think VATS has served its purpose and that it’s time to move on. Some point to Starfield‘s greatly improved combat as an example of how future Fallout games could balance shooter and RPG elements without VATS. Still, others argue the mechanic is too central to the franchise as a whole to leave behind at this point. Whatever Bethesda chooses to do in the future, it’s clear that sticking with VATS and getting it to work in Fallout 3 was the right choice at the time.


Fallout 3 Tag Page Cover Art


Released

October 28, 2008

ESRB

M for Mature: Blood and Gore, Intense Violence, Sexual Themes, Strong Language, Use of Drugs

Developer(s)

Bethesda Game Studios

Publisher(s)

Bethesda Softworks

Engine

Gamebryo


Source: GamesRadar

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