Fallout: Brotherhood of Steel 2 (lost build of unfinished PlayStation 2 action role-playing game; 2000s): Difference between revisions
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'''''Fallout: Brotherhood | '''''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.<ref name="style"/> It was the scheduled sequel to ''Fallout: Brotherhood of Steel''. | ||
==Plot<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>== | ==Plot<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>== | ||
[[File:Texas.jpg|thumb|285px|right|Map of the area progression of the game.]] | [[File:Texas.jpg|thumb|285px|right|Map of the area progression of the game.]] | ||
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. | 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. | ||
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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 skill sets.<ref name="Hi, I'm Paul"/> | 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 skill sets.<ref name="Hi, I'm Paul"/> | ||
In addition to a new stealth system, the game incorporated a reputation system that would dictate the progression of the story based on the player's choice of 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 dictate the progression of the story based on the player's choice of 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> | ||
"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 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> | ||
==Development== | ==Development== | ||
An observation 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 sequel; this strategic decision was responsible for the original's poorly-received game quality. <ref>[https://web.archive.org/web/20090314042051/http://gameoftheart.com/forum/viewtopic.php?p=4914 Archived copy of ProgrammingAce's original post]</ref> | An observation 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 sequel; this strategic decision was responsible for the original's poorly-received game 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 title,<ref name="Vault"/> allowing for the Dark Alliance engine, which had also been used for the previous title, to be refined for the game.<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"/> | The game's development began before the original title,<ref name="Vault"/> allowing for the Dark Alliance engine, which had also been used for the previous title, to be refined for the game.<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> | 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> | ||
===Cancellation=== | ===Cancellation=== | ||
The game was cancelled when Interplay laid off the majority of their employees.<ref name="Vault">[http://www.thevaulttecinc.com/2014/05/canceled-fallout-games-history.html The Vault Tec Inc.'s post on cancelled '' | The game was cancelled when Interplay laid off the majority of their employees.<ref name="Vault">[http://www.thevaulttecinc.com/2014/05/canceled-fallout-games-history.html The Vault Tec Inc.'s post on cancelled ''Fallout'' games.]</ref> The game was never publicly announced. | ||
==Availability== | ==Availability== | ||
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==External Link== | ==External Link== | ||
* [http://fallout.wikia.com/wiki/Fallout:_Brotherhood_of_Steel_2_design_document The full design document] | *[http://fallout.wikia.com/wiki/Fallout:_Brotherhood_of_Steel_2_design_document The full design document.] | ||
==References== | ==References== |
Revision as of 23:01, 10 July 2018
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 scheduled sequel to Fallout: Brotherhood of Steel.
Plot[2]
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
Inspiration for the gameplay element was drawn from games such as Baldur's Gate: Dark Alliance, Diablo 2, Fallout Tactics, and the two original Fallout games.[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 skill sets.[3]
In addition to a new stealth system, the game incorporated a reputation system that would dictate the progression of the story based on the player's choice of morality throughout their playthrough.[3]
"Stage Bosses" would've have been battled to mark the end of every segment of the game.[4]
Development
An observation 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 sequel; this strategic decision was responsible for the original's poorly-received game quality. [5]
The game's development began before the original title,[6] allowing for the Dark Alliance engine, which had also been used for the previous title, to be refined for the game.[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 cancelled 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. Minus page 5, the entirety of the document is available. No gameplay footage has surfaced.