Fallout 4: 10 Things It Must Learn From Mass Effect
3. Minds Over Muscle
With the exception of choosing between melee and ranged weaponry, there was little in the way of variety to the way players could defend themselves in the wasteland. In Mass Effect, however, players chose their class to determine what type of combat they would be most adept at at the beginning of the game and would became more and more handy as the story progressed. The current experience and perks system in Fallout allowed players the chance to increase their potency with a few different weapon types, but this still left a large reliance on the basics. While the enhanced combat in Mass Effect was based on military enhancements, it would be possible to implement something loosely similar within the confines of a Fallout game. Radiated powers or perhaps even nuclear stimulants could bestow unlikely but useful upgrades upon characters and give them just that little bit extra clout in their fight for survival. Mass Effect's 'Adept' class focused on augmentations and non weapon-based powers to implement something like the traditional wizard class that would appear in RPGs. Playing on nuclear mutations could bring this into the Fallout series, and could even build upon it a little by making the effectiveness and even safety of the augmentations a little unpredictable by nature. Unleashing a power once may clear out a room of bad guys for you, but trying the same trick moments later could prove impotent. Luck plays a large role in the wasteland, after all.
Gareth is 28 years old and lives in Cardiff. Interests include film, TV and an unhealthy amount of Spider-Man comics and Killers songs. Expect constant references to the latter two at all times.
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