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Like the original title, the player was restricted to only the choice of picking from a range of per-created potential protagonist characters, each having respective restrictions and fields of expertise that would drive the story. | Like the original title, the player was restricted to only the choice of picking from a range of per-created potential protagonist characters, each having respective restrictions and fields of expertise that would drive the story. | ||
14 new weapons and 10 new creatures were meant to appear in the game. | |||
The game incorporated a reputation system that would dictate the progression of the story based on | |||
the player's choice of morality through their playthrough. | |||
==Development== | ==Development== |
Revision as of 20:29, 8 July 2018
I know that there's already an article, I'm just making a MASSIVE revamp
Cover for the design document.
Status: Lost
Fallout: Brotherhood Of Steel 2 was the scheduled sequel to the 2004 Interplay game Fallout: Brotherhood Of Steel, developed and produced by Interplay Entertainment in 2004. The game was canceled when Interplay filed for bankruptcy.
Plot
The game, set in and progressing through areas of Texas, follows a war waging between the Brotherhood of Steel and a raider group known as The Cyphers. The Cyphers are recognized as the exact opposite of the Brotherhood of Steel; driving to destroy technology and eradicate the Brotherhood of Steel. The Cyphers have come into possession of a G.E.C.K (Garden of Ethan Creation Kit). Miles Reese, whom discovered the device, intends to use it to destroy human life and create a new world, overrun by vegetation.
Gameplay[1]
Like the original title, the player was restricted to only the choice of picking from a range of per-created potential protagonist characters, each having respective restrictions and fields of expertise that would drive the story.
14 new weapons and 10 new creatures were meant to appear in the game.
The game incorporated a reputation system that would dictate the progression of the story based on the player's choice of morality through their playthrough.
Development
A hypothesis by ProgrammingAce of the Game Of The Art forum, whom leaked the design document by Brian Freyermuth, follows the notion that the predecessor was intended as a mere source of funds for the the sequel; this strategic decision was responsible for the original's poorly-received game quality.
Like many games of the franchise, the game's style drew influence from the Mad Max series and films from the 1950s.[2]
Cancellation
The game was cancelled due to the undesirable sales of the first game.
Availability
The design document for the game was leaked in 2009, constituting almost all of the available information, filled with in-game photographs. Minus page 5, the entirety of the document is available. No gameplay footage has surfaced.