VATS is not RTwP

requiem_for_a_starfury said:
Speaking of John Woo and cinematic quality, other than the pausing, chance to hit notifiers and queued actions VATS sounds a lot like Stranglehold's precision aiming mode. Restricted to first person view, can aim at body parts, number of shots limited depending on how much tequila time you have remaining. But mostly once you've taken the shot you get to watch a slow mo cinematic view of your target being hit before the action starts again.
At least Stranglehold has groin shots.
 
Re: VATS = bullet-time for dummies

Brother None said:
The Infinity Engine games did indeed invent RTwP more or less, but that doesn't mean RTwP is constricted to only to games that use the same kind of turn-based underlying mechanic for RT gameplay that can be paused.
Actually some guy named Hirojerki or something from Japan did.

It are fact.
 
The more I read about FO3, the more scared I am. I always thought Fallout was the most important game any self-respecting 'gamer' of any generation should've beaten, before even trying to have an opinion on what's a good game, let alone make a valid point on game mechanics. Now I realize, that there's probably not a single person on Beth's team to have even heard of the game. Apart from the PR Tower of Magic, but they only know the profit stats.

The whole 'we'll do it our way, because we're fans' seems weaker with every new design decision. And, as I said, I suck at FPS, so a pause so that I can aim is good, but if I miss, then what? They're trying to convince me, that I can miss a barn, with a minigun, at point blank range, while having enough time to aim at it? How is that immersive?

Isometric view requires character skills, because the distance between PC and target is predetermined and the models are too small to be able to aim at, as opposed to FPS or TPS. (example: lock on the door in FO2, it's not even visible, let alone the Rat Groin) , but with full scale FPS 3D model the whole 'RPG elements' is as pointless as possible.
 
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