Fallout 76: 9 Past Franchise Problems It Can Finally Fix
8. Truly Great Gun Combat
Props to Fallout 4, it finally included shooting that didn't make you only want to resort to V.A.T.S. - though, the knock-on effect was that V.A.T.S. fundamentally wasn't as useful, and Fallout 4 became more of a shooter overall.
This is potentially fine, but we need 76 to nail down precisely how we even play a Fallout game. The original two titles were isometric, falling back on V.A.T.S. as a turn-based combat method, whereas Fallout 4 saw the system minimised to the point where time barely slows and you can't really plan anything in the moment anymore.
76 is ditching the slow-motion/pausing aspect altogether to help with player-on-player fights and how one person couldn't force the other's game speed to change, but the result could go either way.
Staying positive, hopefully Bethesda design a series of shooting mechanics that incorporate taking cover, lining up V.A.T.S. shots in real-time, weighty weapon handling and maybe even a tactical slide.
If we're going all-in on Fallout being a FPS, it should be one of the best on the market.