Fallout Tactics 2
The game took place in the Southeastern USA, as far as Florida, and the major conflict was to be between man and nature. The Brotherhood of Steel) was to be portrayed as even more militaristic and oppressive, and as BoS only in name.
The basic premise was that a GECK had been irradiated, and thus, the "Garden of Eden" it created was full of mutant plants and fungi. The mutant garden begins to spread fairly rapidly, preying upon animal life and using them as carriers/fertilizer to spread its fungal seed. The player basically gets tasked with discovering the source and a way to put an end to it. You had accelerated regrowth and nature reclaiming the wasteland, but because the irradiated GECK also wants to get rid of humans, there's a real moral ambiguity to it.
Fallout: Brotherhood of Steel 2
Fallout: Brotherhood of Steel 2 is going to take all that made the first Brotherhood of Steel great, and add even more depth. In a lot of ways, FBOS2 is taking the series back to its roots, going back to what made the original Fallout great, while staying true to console fans.
This means more action, more blood and guts, more weapons and creatures to hack and slash, but it also means so much more.
– A brand new stealth mode
– Four new player characters, each with his or her own skill sets and abilities
– New branching quests that have solutions based on characters and their skills
– A new reputation system, so that players choices and actions determine the plot and the storyline
– New creatures, new levels, new weapons and a whole new storyline
So kick back, pull up a can of minced Gecko, take out your shotgun, and wait for the fun to arrive. For nothing is what it seems when you venture out into the wasteland.
The game could be played in first and third person perspective. The player would control a four-person team and would be able to switch the active character, all of which had various skills, at any moment. The team could consist of ordinary wastelanders, formerBrotherhood of Steel members, super mutants, Native American shamans and even Mongol warriors. There were both single- and multiplayer modes.
The game was not going to be just a shooter, but rather "a game of action, tactics and strategies where moving into position, planning and falling back" is just as essential as having the biggest guns around. The world map was divided into territories, each of which had different layouts, population of various enemies, different geographical strategic significance etc. 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. To get to a particular territory, one could e.g. choose either to charge through an enemy stronghold or to sneak around through adjacent territories in order to flank the enemy.
Missions would also be interconnected and your choices would have consequences. E.g. if the player destroyed a bridge in the territory of one mission, the enemy forces might be weakened in the next one, because of 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 close off a territory, forcing enemy troops to pass through another territory, where an ambush could be set up.Загрузка...
After completing a given mission, the player would move their characters to outlying camp areas, where new characters for the team roster (up to 16 characters) could be recruited, and different roster members could be assigned to the active four-person team for the next missions. Members of the roster not on the active team could be sent as scouts to adjacent territories or deployed into newly conquered territories to hold 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.
Aside from the single-player campaign, there were going to be several mutliplayer modes: team campaign, death match, capture the flag, assault, squad death match, squad capture the flag and squad assault.
Project V13 (PV13) is the first planned Black Isle Studios release in years, a post-apocalyptic strategy RPG. You will create a character to represent yourself within the game world. Your character will be a hardy adventurer from a variety of backgrounds; one of the last remaining humans, a new breed mutant, or a technologically advanced cyborg. The choice is yours.Once you have determined your character's background, you will found your "colony". From a deserted city, a broken down military base, or even the ruins of an oil pumping station, the colony will be yours to rebuild and control. Attract non-player characters for guards, peons, scientists, and other activities. Or, if you are the type that so desires, shanghai the NPCs. Put them to work rebuilding your society and improving your colony.Meanwhile, you will experience grand adventures to gather the resources and ancient technologies as well as fight back the enemy hordes. Your character will gain experience, advance skills, learn new talents and gain access to incredibly powerful equipment. Or die trying.Explore the world, meet friends, and fight your neighbors for control of resources. PV13 will be your chance to rebuild a devastated world.
The game was going to use an engine that Black Isle had made for Baldur's Gate 3, commonly referred to as the
Jefferson Engine. It was a fully 3D engine, but was never used.
Black Isle Studios planned to include a dual-combat system in the game that allowed for the player to choose real-time (like Fallout 3 or Fallout Tactics) or turn-based combat (like Fallout 1 & 2), but real-time was only included due to Interplay's demands. Nonetheless, Joshua Sawyer had stated that the emphasis would be on the turn-based version. Co-operative multiplayer was also going to be included in the game, again because of publisher requirements.
Tim Cain later confirmed that this was supposed to be a sequel to Fallout: "Leonard pursued Fallout 3, which ultimately went to Bethesda, who outbid us
Poll (multiple choice): https://www.strawpoll.me/17541571
Source: Original link
© Post "Which cancelled Fallout game would you revive?" for game Fallout.
Top 10 Most Anticipated Video Games of 2020
2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.
Top 15 NEW Games of 2020 [FIRST HALF]
2020 has a ton to look forward to...in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.