V.A.T.S. in Fallout 3 (source: Wikipedia) |
According to a quote popularly attributed to Albert Einstein: “Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.”
Applied to video games this quote is an
imperfect analogy. Whether or
not people judge Fallout 3 on it’s ability to climb trees, Bethesda probably won't feel stupid given the game received almost universal acclaim with a Metacritic score of 93 out of 100.
However, if you judge
Fallout 3 (a fish) on it’s ability to emulate the First Person Shooter gameplay
of titles like Call of Duty (ability to climb a tree) you’re missing out on
appreciating a truly great Role Playing Game experience.
My biggest gripe is with the
widespread belief that the Vault-Tec Assisted Targeting System (V.A.T.S.) is a Band-Aid solution for clumsy shooting gameplay. The reality is that
V.A.T.S. is the mechanic through which Bethesda managed to fuse first person
shooting and turn based combat strategy in the same game - a revolutionary step
in the history of action RPG’s
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Fallout 3, as the name suggests, is not the
first game in the Fallout series. Although a lot of younger gamers today were probably introduced to the series first through Bethesda’s fallout, the
series already had a large cult following and critical acclaim under the
control of original developers Black Isle Studios.
The first two Fallouts are third person
games with an isometric perspective and turn based combat. Combat worked
differently in the earlier Fallout’s: Players had a total number of Action
Points (AP) which they could spend to perform actions such as moving, punching,
firing weapons and reloading. Once the player’s action points were spent they
would need to end their turn and wait for their next turn to perform any more
actions.
Combat in the original Fallout’s turn-based
system was very strategic. The player would make choices based on factors such
as the AP cost of different weapons, the probability of an attack connecting
with the enemy, the damage of the weapons available and the weaknesses of the
enemy.
In Fallout 3 your character’s
profile is built around the S.P.E.C.I.A.L. system, the rule set that powers all
Fallout games. In the S.P.E.C.I.A.L. rule
set your character has seven attributes: Strength, Perception, Endurance,
Charisma, Intelligence, Agility and Luck.
The number of points you put into these
attributes in the initial creation and subsequent leveling of your character
throughout the game determines everything from your accuracy, health, disposition
of NPC’s, critical hit chance, evasiveness and defense threshold and the number
of points in the skill traits of your character such as lock picking, speech,
sneak and guns.
In Fallout One and Fallout Two the choices
you made in leveling different S.P.E.C.I.A.L traits and character skills had a
direct impact on your character’s effectiveness in combat. The outcome of any
fight in a turn-based game is partly luck but for the most part down to the
choices a player makes: Which S.P.E.C.I.A.L’s and skills are chosen upon
leveling up, which gear is equipped, which gun to use at any give in moment in
battle, which part of the enemy to aim for or when to use stimpacks (which give
you health). The challenge then in games such as the original fallout and fallout
2 was a mental one. It was fundamentally a question of strategy.
Whilst First Person Shooters like Call of
Duty definitely have elements of strategy and player choice the pressure to
make these choices is compressed down to split second decisions. Even if the
player makes the right choice - to aim for one enemy instead of another first,
to duck behind a burnt out car instead of underneath a satellite dish - when it
comes to the moment of enemy engagement the player still has to have the eye-hand co-ordination skills and nuanced physical control of their
character required to make the shot. In other
words, the challenge in games like Call of Duty is predominantly a physical
one.
So the dilemma then is, how do you
translate the turn based strategic combat system of Black Isle’s fallout into
the Next gen FPS world of Bethesda’s Fallout. The answer is choice. Give the
player the choice of traditional real time FPS combat or alternatively, the
choice to freeze time and take as much space as you need to strategically plan
out and execute your battle plan.
The ability to freeze time and play out a
combat system much closer to the earlier fallout’s turn based system is
implemented in fallout 3 with V.A.T.S. In this mode the game is effectively
paused and the player has the ability to target specific areas of an enemy. The
player programs in a number of attacks, either shots of a gun or strikes of a
melee weapon which are then carried out automatically when the player finalizes
their V.A.T.S. session. The accuracy of these strikes and the number of attacks
able to be programmed into a V.A.T.S. instance are dependent on the stat, gear
and perk choices of the player.
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So while Fallout 3 certainly doesn’t have
the same smoothness of real-time combat as some other AAA shooters what it does
do is manage to merge the strategy and depth of turn based RPG combat with the
immersive experience of the first person open world shooter. Bethesda’s
implementation of V.A.T.S. isn’t a cop out, it’s a revelation that allows for a
deeper level of strategy than is normally present in first person shooters and
a synthesis of turn based and real time combat which opens up a whole new world
of possibilities for action RPG’s.
V.A.T.S. is also great for watching things explode in slow motion.
V.A.T.S. is also great for watching things explode in slow motion.
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