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Fallout Extreme is a canceled squad-based first and third-person tactical action game; it was planned to release on PlayStation 2 and Xbox video game systems. The game was in development by 14° East (the developers of Fallout Tactics) and would have been published by Interplay Entertainment.
Gameplay[]
The game would have been able to be played in the first or third-person perspective. The player would control a four-person squad of specialized characters, and be able to switch the active member at any moment. The squad could consist of ordinary wastelanders, former Brotherhood of Steel members, super mutants, and Native American and Mongol warriors. Single and multiplayer modes were planned for the game, including squad campaign, deathmatch, capture the flag, assault, squad deathmatch, squad capture the flag, and squad assault.
It was not going to be just a shooter, but rather "a game of action, tactics, and strategies; where moving your squad into position, planning and falling back is just as essential as having the biggest guns." The world map was divided into territories, each of which had different layouts, populated by various enemies and different geographical strategic significance. One's strategy would come into play based not only on the tactics employed for a given mission; as the dynamics of each mission would be different based on whether the player entered the territory from the west, south, north, etc. For example: to get to a particular territory one could choose either to charge through an enemy stronghold or to sneak around through adjacent territories to flank the enemy.
Missions would also be interconnected and your choices would have consequences. For example: if the player destroyed a bridge in the territory of one mission, the enemy forces might be weakened in the next one because of a lack of reinforcements. Conquering and holding territories with productive towns would be essential for establishing and maintaining supply lines. If there was a supply camp nearby, the player's access to various kinds of weapons, ammunition, etc. would be constant and reliable. The player could even close off a territory, forcing enemy troops to pass through another territory where an ambush could be set up.
After completing a given mission, the player would move their squad to outlying camp areas, where new characters for the roster squad (max. 16) could be recruited and different members could be assigned to the active four-person squad for the next missions. Members of the roster not on the active squad could be sent as scouts to adjacent territories or deployed into newly conquered territories to hold the fort. If a character died, they would clear space in the roster, allowing the player to recruit new members.
At any time during a mission, the player could switch and control any of their four squad members, each of whom had different perks and specialize in different weapons. In the meantime, the other characters could be issued various standing orders. However, characters also had personality traits that would determine how they would react under different stresses. Each character would gain experience points, which would allow them to increase combat skills or unlock perks.
Plot[]
According to the design document, the game would have taken place almost a century after the Great War.
The Brotherhood of Steel, the "once silent organization," has been expanding and seizing more and more territory under its control. Their area of influence stretches as far as Alaska, where their new headquarters is now located. Their agenda "leaves little room for the survival of radiation or Forced Evolutionary Virus outbreak victims." Local humans are either drafted into their ranks as cannon fodder or enslaved, and mutants are outright eradicated. They are whom the player would oppose during the first half of the game.
The player controls a squad of revolutionaries known as the Cause. Throughout the game, they would gain momentum, starting in Oregon, then north through Washington, Canada, and eventually reaching Alaska. Each reclaimed town would vow loyalty to the Cause.
However, after defeating them, the player would learn why the Brotherhood set out to Canada and Alaska in the first place. The Cause must now venture across the Bering Strait, through Russia, Mongolia and finally into China, in order to disarm the Doom's Day Missile that would obliterate what is left of the United States of America. The endgame would then take place within the Forbidden City, where the Chinese Emperor resides.
Why it was Cancelled[]
On November 22, 2000, the game's proposal was presented to Interplay, but was rejected and never materialized. Its existence was unknown until the design document was leaked online on January 27, 2010. The game was in development for several months in 2000 but never had a concrete development team. All that is known is Brian Christian, the head of 14° East, who was the lead producer, and Todd J. Camasta was the art director. It never proceeded past the conceptual phase.
Results[]
- We never knew what the fuss was all about, really...
- Instead of this, Fallout: Brotherhood of Steel, published by Interplay themselves, was released and met hordes of negative reviews for being a Baldur's Gate: Dark Alliance clone with the Fallout name.
Gallery[]
Concept Art of The Game