Fallout: Brotherhood of Steel 2 (lost build of unfinished PlayStation 2 action role-playing game; 2000s): Difference between revisions
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==Plot== | ==Plot== | ||
[[File:FalloutBrotherhoodOfSteel2-TexasMap.jpg|thumb|285px|right|Map of the area progression of the game.]] | [[File:FalloutBrotherhoodOfSteel2-TexasMap.jpg|thumb|285px|right|Map of the area progression of the game.]] | ||
The game | The game follows a war waging between the Brotherhood of Steel and a raider group known as The Cyphers in Texas. The Cyphers are polar opposites to the Brotherhood; driving to destroy technology and stop the Brotherhood's preservation efforts. The Cyphers have come into possession of a G.E.C.K (Garden of Ethan Creation Kit). Miles Reese, who discovered the device, intends to use it to destroy human life and create a new world overrun by vegetation.<ref>[https://vignette.wikia.nocookie.net/fallout/images/f/fd/FOBOS2_design_document_20.jpg/revision/latest?cb=20100122011500 Page #21 of the design doc.]</ref> | ||
==Gameplay== | ==Gameplay== | ||
The gameplay was inspired by games such as ''Baldur's Gate: Dark Alliance'', ''Diablo 2'', ''Fallout Tactics'', and the two original ''Fallout'' games.<ref name="style"/> | The gameplay was inspired by games such as ''Baldur's Gate: Dark Alliance'', ''Diablo 2'', ''Fallout Tactics'', and the two original ''Fallout'' games.<ref name="style"/> | ||
Like the original | Like the original game, the player was restricted to only picking from a range of pre-created potential protagonist characters, each having a respective skill set.<ref name="Hi, I'm Paul"/> | ||
In addition to a new stealth system, the game incorporated a reputation system that would progress the story based on the player's | In addition to a new stealth system, the game incorporated a reputation system that would progress the story based on the player's actions throughout their playthrough.<ref name="Hi, I'm Paul">[https://vignette.wikia.nocookie.net/fallout/images/f/fe/FOBOS2_design_document_32.jpg/revision/latest?cb=20100122011542 Page #33 of the design doc.]</ref> | ||
"Stage Bosses" would've have been battled | "Stage Bosses" would've have been battled at the end of every segment of the game.<ref>[https://vignette.wikia.nocookie.net/fallout/images/0/08/FOBOS2_design_document_14.jpg/revision/latest?cb=20100122011459 Page #14 of the design doc.]</ref> | ||
==Development== | ==Development== | ||
ProgrammingAce of the Game Of The Art forum, who leaked the design document by Brian Freyermuth, observed that the predecessor was merely a source of funds for the sequel, hence its poor quality. <ref>[https://web.archive.org/web/20090314042051/http://gameoftheart.com/forum/viewtopic.php?p=4914 Archived copy of ProgrammingAce's original post.]</ref> | |||
The game's development began before the original,<ref name="Vault"/> allowing for the Dark Alliance engine, which had been used for the original, to be revised.<ref>[https://vignette.wikia.nocookie.net/fallout/images/9/96/FOBOS2_design_document_04.jpg/revision/latest?cb=20100122011345 Page #4 of the design doc]</ref> Quest structure would've been designed reminiscent of the style of the original ''Fallout''.<ref name="style"/> Like many games of the franchise, the game's style drew influence from the ''Mad Max'' series and films from the 1950s.<ref name="style">[https://vignette.wikia.nocookie.net/fallout/images/d/d9/FOBOS2_design_document_03.jpg/revision/latest?cb=20100122011344 Page #3 of the design document.]</ref> | The game's development began before the original,<ref name="Vault"/> allowing for the Dark Alliance engine, which had been used for the original, to be revised.<ref>[https://vignette.wikia.nocookie.net/fallout/images/9/96/FOBOS2_design_document_04.jpg/revision/latest?cb=20100122011345 Page #4 of the design doc]</ref> Quest structure would've been designed reminiscent of the style of the original ''Fallout''.<ref name="style"/> Like many games of the franchise, the game's style drew influence from the ''Mad Max'' series and films from the 1950s.<ref name="style">[https://vignette.wikia.nocookie.net/fallout/images/d/d9/FOBOS2_design_document_03.jpg/revision/latest?cb=20100122011344 Page #3 of the design document.]</ref> | ||
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==Availability== | ==Availability== | ||
The design document for the game was leaked in 2009, constituting almost all of the available information, filled with in-game photographs. | The design document for the game was leaked in 2009, constituting almost all of the available information, filled with in-game photographs. Excepting page 5, the the entire document is available. No gameplay footage or game builds have surfaced. | ||
==External Link== | ==External Link== |
Revision as of 22:13, 16 September 2020
Fallout: Brotherhood of Steel 2 was a cooperative Action role-playing game that was being developed by Interplay Entertainment for the PlayStation 2 in 2004.[1] It was the sequel to Fallout: Brotherhood of Steel.
Plot
The game follows a war waging between the Brotherhood of Steel and a raider group known as The Cyphers in Texas. The Cyphers are polar opposites to the Brotherhood; driving to destroy technology and stop the Brotherhood's preservation efforts. The Cyphers have come into possession of a G.E.C.K (Garden of Ethan Creation Kit). Miles Reese, who discovered the device, intends to use it to destroy human life and create a new world overrun by vegetation.[2]
Gameplay
The gameplay was inspired by games such as Baldur's Gate: Dark Alliance, Diablo 2, Fallout Tactics, and the two original Fallout games.[1]
Like the original game, the player was restricted to only picking from a range of pre-created potential protagonist characters, each having a respective skill set.[3]
In addition to a new stealth system, the game incorporated a reputation system that would progress the story based on the player's actions throughout their playthrough.[3]
"Stage Bosses" would've have been battled at the end of every segment of the game.[4]
Development
ProgrammingAce of the Game Of The Art forum, who leaked the design document by Brian Freyermuth, observed that the predecessor was merely a source of funds for the sequel, hence its poor quality. [5]
The game's development began before the original,[6] allowing for the Dark Alliance engine, which had been used for the original, to be revised.[7] Quest structure would've been designed reminiscent of the style of the original Fallout.[1] Like many games of the franchise, the game's style drew influence from the Mad Max series and films from the 1950s.[1]
Cancellation
The game was canceled when Interplay laid off the majority of their employees.[6] The game was never publicly announced.
Availability
The design document for the game was leaked in 2009, constituting almost all of the available information, filled with in-game photographs. Excepting page 5, the the entire document is available. No gameplay footage or game builds have surfaced.