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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 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 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"/>
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 engine, Dark Alliance, was being 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>

Revision as of 23:58, 9 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 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]

File:Texas.jpg
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.

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 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.

External Links

References