Forward to the Future

If I start to repeat “It’s here!” and wag my tail excitedly just know I’m happy.

Just a quick note before we start, it’s not my intention nor wish to spoil anything for anyone regarding Fallout 4 and so this is mostly talking about the mechanical changes you’ll experience.

Fallout 4 has arrived! The much anticipated sequel (both personally and commercially) reinvents certain aspects of the core mechanics which many of the modern Fallout players will have come to know and (possibly) love. The biggest change surrounds the S.P.E.C.I.A.L. system and how perks are handled. You’ve got less S.P.E.C.I.A.L. points to spend at creation (28 down from 40) and these are more closely tied to how your character uses perks and develops over the course of the game.

The perk system also replaces the skill system (which is now removed) in determining what your character can do for the most part.

It also features some fairly broad changes with regards to how you build, maintain, and use weapons. It would seem that for the most part the classifications of Small Guns, Big Guns, Energy Weapons, and so on are mostly removed. Instead focusing on whether a weapon is non-automatic, automatic, a rifle, a pistol, or what they classify as a heavy gun. I can only imagine that heavy guns will for the most part replace what used to fall under Big Guns. They also seem to have removed weapon and armour maintenance with neither of those items having durability now.

The lack of durability could be a sore point for some. Personally, while I tend to like traditional mechanics, I can’t say that durability ever really affected me in either of the previous two modern Fallout titles. I had enough money, resources, or whatever it was that I needed to repair all of my equipment constantly.

Just a sunny post-apocalyptic afternoon.

Just a sunny post-apocalyptic afternoon.

Power armour has had a significant redesign and now actually feels like the pre-war technology it is supposed to be. It now features insanely good resistances to various damage types and is a suit you have to climb into, as opposed to wear like any other armour, and features a whole new HUD while you’re in there. The downside to it is that it’s quite heavy/bulky and has to be powered via Fusion Cores. So it doesn’t last forever unless you have a few spare cores. You do have to repair it, too. With many of the sections of the armour being removable/replaceable over the course of the game. It’s a pretty awesome mechanic but one I’m not sure I’ll be taking too much advantage of.

Weapon and armour (and settlement) crafting seems pretty fun so far. The amount of flexibility given to various guns and how you can modify, improve, or adapt them to fit other situations is pretty great. However, it is a bit of a guessing game (at first) as to how you classify what would be considered a rifle or a heavy weapon.

Which is where I would say Fallout 4 lacks a little- explanations. The updates to the S.P.E.C.I.A.L. system are quite extensive but at creation (and even after) you’re given little information as to what all of these statistics do. Same with weapon and armour crafting where you won’t always know what your modifications will produce or if it’s suitable for you. Finally, I am a little sad to see the recently reintroduced traits being removed again. That said, one could say that the way magazines work is a trait system in itself.

Just a case of seeing whether it can live up to the replayability of Fallout 3 and Fallout: New Vegas now.

Have a nice weekend, all!

Moggie

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