Former Call of Duty Director Calls Out Fallout — Wants to “Fix” It Himself

Fallout 5

Fallout 5
  • Primary Subject: Fallout Combat
  • Key Update: Greg Reisdorf critiques Fallout’s shooting mechanics
  • Status: Confirmed
  • Last Verified: April 2, 2026
  • Quick Answer: A former Call of Duty creative lead criticized Fallout’s combat as outdated and unrefined, suggesting it could be significantly improved, though he acknowledges Bethesda’s RPG focus makes it complex.

A former Call of Duty creative lead has drawn attention after openly criticizing Fallout’s combat and suggesting that, if given the chance, he would gladly help Bethesda improve it.

The comments came from Greg Reisdorf, who spent around fifteen years helping shape multiplayer systems at Sledgehammer Games, and they surfaced during a wide-ranging interview where he discussed everything from competitive shooters to user-generated content and the future of game development.

When the conversation shifted to Fallout, Reisdorf made it clear that he has genuine affection for the franchise.

He praised the TV adaptation, spoke positively about having worked on a Fallout crossover while still at Call of Duty, and made it obvious that he respects the property as a whole.

At the same time, that admiration did not stop him from being brutally honest about one area he believes has never fully measured up.

What Exactly Did He Criticize?

According to Reisdorf, the franchise’s shooting mechanics are rougher than they should be, with the first-person experience feeling especially awkward and unrefined.

Fallout 4
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Credit: Battlefield Studios

He singled out the animations, the handling of aiming down sights, and the general feel of weapon use as some of the main issues holding the series back.

In his view, the problem is not just that Fallout is not on the same level as a dedicated first-person shooter, but that too many core interactions still feel stiff or outdated.

He didn’t limit his critique to small details, instead suggesting the problem is built into the foundation of the games, and that meaningful evolution would require deeper changes to Bethesda’s first-person systems.

One of Reisdorf’s more interesting points was that Fallout’s combat problems may be tied directly to Bethesda’s priorities as a studio.

He argued that when developers are spending so much time building enormous worlds, layering in quests, systems, lore, and open-ended exploration, the weapons themselves naturally stop being the center of attention.

That, in his eyes, is where the problem begins as he seems to believe that in any game where shooting plays a major role, the guns should feel like the stars of the experience.

Instead, in Fallout, they come across as practical elements within the system rather than mechanics built with precision and focus.

His point was not simply that Bethesda lacks talent, but that its design philosophy puts emphasis elsewhere, and combat ends up feeling like one part of a massive package instead of a pillar that receives the same obsessive polish seen in shooter-focused franchises.

He also raised the issue of VATS, which is one of Fallout’s signature mechanics and has long helped define how combat works in the series.

Reisdorf seemed uncertain about how something like VATS would fit into the kind of smoother, more modern shooting model he would want to create, especially if multiplayer were ever part of the equation.

That is part of what makes Fallout such a difficult franchise to “fix” in a simple way. It is not just a shooter, and it was never meant to be one in the same way Call of Duty is.

It is a hybrid series built around RPG systems, exploration, customization, and strategic combat elements that do not always align neatly with fast, fluid gunplay.

Although Reisdorf believes the combat needs work, his comments also emphasize how difficult it is for Bethesda to improve it without sacrificing Fallout’s distinct feel.

Is Fallout the Only Game He Criticized?

At the same time, he did not frame Fallout as the only series with this problem.

Fallout 4 characters carrying weapons
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Credit: Bethesda Game Studios

During the same conversation, he also mentioned games like Mass Effect and Starfield as examples of RPG-heavy titles whose shooting mechanics never fully clicked for him either.

That broader comparison suggests his criticism is not really about attacking one franchise, but about a pattern he sees across large-scale role-playing games that incorporate guns without ever making them feel truly exceptional.

From his perspective, these games often succeed in scope, atmosphere, and storytelling, but still struggle to make moment-to-moment combat feel as strong as the rest of the package.

Fallout just happened to be the clearest example he focused on, likely because of how iconic the franchise is and how much unrealized potential he seems to believe it still has.

It is also important to note that none of this means Reisdorf is actually joining Bethesda or actively working on Fallout 5.

The entire exchange was built around a hypothetical scenario, and his remarks were more of a bold thought experiment than an actual career move.

Still, that does not make them any less interesting. In some ways, the fact that the comments were hypothetical allowed him to be even more direct, because he was not speaking as a consultant trying to be diplomatic.

He was speaking like a fan with deep technical experience, openly pointing at what he thinks is wrong and describing how differently he would approach it.

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