Fallout 4 was an enjoyable but flawed entry to the franchise. Many didn’t like the voiced protagonist and lackluster main quest, alongside other changes to the gameplay. One salient difference, however, is in how the game treats Power Armor.
Even though the next game in the series is still a long way off, it’s worth looking into what went wrong in Fallout 4. And when it comes to fixing Power Armor mechanics, it’s necessary to look back at how the older games handled it.
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Before Fallout 4, Power Armor was often a mid- to late-game acquisition. Players wouldn’t be able to find a set until they’ve progressed through a significant portion of the game. This was the case in Fallout andFallout 2, wherein the accessible suits of Power Armor were located far away from the starting point and often locked behind a specific quest.
In Fallout 3 and Fallout: New Vegas, there were significantly more suits of Power Armor available. However, the player needed to acquire the Fallout perk “Power Armor Training” to even wear the suit. This is done by either progressing through the main quest or requesting training from certain members of the Brotherhood of Steel. Thus, Power Armor was still gated to the latter portions of Fallout 3 and New Vegas.
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Fallout 4 was where things changed. The game provided players with a working suit of Power Armor in the first hour of the game — a drastic change from its predecessors. To somewhat control the overpowered nature of Power Armor, Fallout 4 instead added a fuel mechanic to the mix. Thus, to make use of Power Armor, players needed to have fusion cores on hand to keep the suit functional.
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