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Bethesda Explained How They Created a Unique and Recognizable Weapon Style for the Fallout Series

Despite the decline in the explosive popularity of Fallout games caused by the release of the show's second season, Bethesda continues to share interesting details about the creation of the legendary series. In a recent issue of Edge magazine, dedicated to the making of the Fallout games, lead artist Istvan Pely shared a curious aspect of Bethesda's work. The developers use a special visual technique—weapon scaling—to make the weapons look organic in the hands of characters clad in power armor.

The transition from Black Isle's isometric RPGs to a 3D format was a serious challenge for Bethesda, known for The Elder Scrolls series. One of the key elements of the new visual style was firearms. In Fallout 3, they acquired a massive, utilitarian look—from classic pistols to futuristic energy blasters.

Pely noted that Fallout weapons deliberately look exaggerated, sometimes bordering on caricature. At the same time, the studio sought to retain references to vintage pre-war weapons while simultaneously introducing an entire class of futuristic models.

Power armor had a significant influence on weapon design. One of Pely's first decisions was to turn it into a kind of mini-mechs. In Fallout 4, the armor became even bulkier, resembling mech suits that are more controlled than worn. Due to the impressive size of the armor, regular weapons looked disproportionately small.

Originally, the assault rifle in Fallout 4 was created exclusively for characters in power armor. During development, it was made more universal, but in the hands of an ordinary person, it still looks disproportionately large. The developers deliberately preserved this effect because it fit the overall atmosphere of the game.

The studio consciously rejected realism in the early stages of development. According to Pely, Fallout is a separate universe where everything evolved differently. Here, machines resemble absurdly huge boats with tiny nuclear reactors, and objects are deliberately exaggerated compared to reality. Weapons in the game look bulkier than they should, which is especially noticeable within the VATS system.

The scaling technique is applied not only to weapons but also to equipment. When a character in power armor holds a regular weapon, the developers slightly increase its scale. This small visual distortion is almost unnoticeable from a third-person perspective but prevents weapons from looking ridiculous on screen. This trick compensates for the natural disproportion between bulky armor and standard weaponry.