Speaking with The Telegraph, Bethesda's always approachable Todd Howard has spilled some more details regarding Fallout 4. The post-apocalyptic adventure was blown wide open at E3 2015 last month, and finer points have been slowly leaking out ever since. With the game set for release this November, we'll no doubt be hearing more and more as we draw closer to launch, but some of Howard's comments from this particular interview have piqued our interest.
"We found some ways to make it a bit, not a ton, but a bit more dynamic," he said about the series' now trademark VATS system. For those out of the loop, VATS previously allowed you to pause the action while picking and choosing your shots. It was a solid role-playing game mechanic that added a lot to both Fallout 3 and Fallout: New Vegas, but it's being tweaked in the upcoming sequel.
"It's very, very slow and you'll see the percentages change because the person is moving behind or coming out of a wall. So queuing up the shot at the right time matters. And while the playback is happening, the criticals are not random, you assign which shot is the critical one and you load up that bar. So it's a little bit more under your control, not a lot, but just enough to make it feel better," stated Howard.
Sounds like quite an alteration, but we can certainly see why Bethesda's decided to shake things up, given that the title's combat is supposedly going to be a little more action-orientated. According to the director, shooting is no longer entirely determined by your statistics. While said stats still play a part, accurate aiming has a positive effect on your chance to hit an enemy, which essentially means that you won't magically miss your target even if your aim seems to be dead on.
To us, this seems like it could help in striking a good balance, and hopefully, it'll be enough to satisfy both fans of shooters and RPG nuts alike. But how do you think that it sounds? Pick your opponent apart in the comments section below.
[source telegraph.co.uk]
Comments 14
I have a felling, or a hope I should say, that it will turn out for the better. It was frustrating in fo3 to go in to cats and see 0 percent on an enemy because they were behind something. Hopefully not stopping time will help a lot with that.. And I think the accuracy not being governed entirely by statistics is a huge plus. It was always infuriating to aim at an enemy only to have every single bullet miss when being relatively close. Depending on how they do this it could work really well but it could also make it extremely easy. I guess we won't know until november.
Stoked to hunt down and kill Behemoths! The screen shot above has me super pumped! But I'm also obviously stoked for more than just that aspect of Fallout 4. I can't wait to explore every inch of the game's map!
I'm a little skeptical, while the saying goes "If it ain't broke don't fix it" , and that's "usually true" and the Fallout series has definitely needed some tweaking here and there, (especially the coding), it makes me "a little" nervous when there tweaking such a major "primary control" function, like with Fallout's V.A.T.S system.
I guess the only true way to know is to play it, it's either going to take away from the control that people already liked, or it's going to add that feeling of tension that people might get excited about when the enemy is still coming at you, even though it's "slowly coming at you" and making the percentages change to possibly make you miss.
I personally would have "tweaked" the V.A.T.S system and all of it's "basic" flaws and left the "core" game control aspect alone, it would be a "less flawed" and refined system, without taking such a risk to such a "core" piece of gameplay control for such a beloved series.
But having said that, who knows it "might" be totally fine.
Please Bethesda try to craft a good combat system, or at least, playable. Fallout 3 and Elder of Scrolls are awful to play (great games but with pathetic general gameplay and combat).
Just look at Witcher III, great game, open world AMAZING combat!
Misuse of "air quotes" is really "annoying," expecially when they're "totally unnecessary." Good effort though, "mate."
@mrpope - I'll tell you what's "totally unnecessary" and "really" annoying, when someone is minding their own business and someone else tries to tell them what to do and how they "should do it" because "they" don't like it and it "annoys them".
You know what else is "annoying", people saying stuff like this to people "unprovoked" on a forum or blog site, and then passive aggressively acting like their justified, yet if this was a "face to face" situation the outcome wouldn't be civil and it shouldn't, because it's an insult.
I don't know about where your from mate, but someone insults you "directly" without cause, and laughably expects you to take it, ain't gonna cut it, especially in a real life "face to face" situation.
So I'm going to "kindly" ask you to get off my d**k sir, and go "troll" somebody else for a "flame war". Because what "annoys" you shouldn't concern anyone but yourself, unless you like being an "A-H**E.
@mrpope
"Lol"
I understand people get annoyed by missing shots that seem to be aimed right, but I thought that was why keeping your guns maintained is important. If the condition of the gun deteriorates then it's not going to be as accurate. I loved the shooting mechanic in FO3 and FONV.
@Cowboysfan-22 I think the mechanics worked alongside VATS, but I suppose most of the complaints came from people who were used to traditional shooters. When they shot things, they expected to hit them. Hopefully Fallout 4 can find a good balance.
@RicksReflection I read your comment all the way through and thought it to be well thought out and understandable. However I do think you are not giving Todd enough credit as his team invented VATS in the first place, and having the critical as a choice for the player sounds like a nice idea. Remember monsters glitching through walls and you cant hit with VATS? Problem solved as they will move around. I have full confidence you should as well.
You only miss in FO3/NV if your strength skill isn't high enough for your gun, besides condition. And you only "miss"😉 in VATS if the % is too low (depends on: target distance, gun condition, Agility skill, Perception skill, Strength skill, [small] guns skill, movement speed, crouch/stand, arms health, active status effects). I think that's most if not all of the important player-side factors involved other than the perks that help %s.
All that changed is that we don't have to go into VATS, see there are no enemies, exit VATS, move around a little, enter VATS, see you have 0% to hit enemy, exit VATS, move around more, enter VATS, select targets and shots, see if you did in fact hit or do a critical, only to be out of AP. Now we can actually influence VATS mode without wasting time AND we get to plan criticals. 👍
im going to VATS kill myself if i dont play this soon
@themcnoisy - I wholeheartedly agree with the glitches that your talking about, and that's why I was saying that it needed refining as far as what was already there.
I was just pointing out my apprehension at them changing such a "core" control component of the V.A.T.S system, instead of just refining what was already there.
But in no way does it diminish my excitement or desire to get my hands on and play it. In fact I'm practically foaming at the mouth to play it....lol.
I just wish developers would refine what ever needs refining from the previous version, without trying to change core control schemes and "risking" it being more of a problem.
Like I said before, after getting our hands on it, it may be a welcome addition, since some of the glitchy aspects of the aiming system are taken care of, as well as the new modification of the enemies not pausing.
Still can't wait to play it!
Oh, and thanks for the comment, I appreciate it...
@Gmork___ me too
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