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, set in Texas, follows a war waging between the Brotherhood of Steel and a raider group known as The Cyphers. 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>
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 title, the player was restricted to only picking from a range of per-created potential protagonist characters, each having a respective skill set.<ref name="Hi, I'm Paul"/>
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 morality 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>
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 to mark 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>
"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==
An observation by ProgrammingAce of the Game Of The Art forum, who leaked the design document by Brian Freyermuth, is 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>
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. Minus page 5, the entirety of the document is available. No gameplay footage has surfaced.  
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

FalloutBrotherhoodOfSteel2-DesignDocument.jpg

Cover for the design document.

Status: Lost

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

Map of the area progression of 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.[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.

External Link

References