2013/07/01

Fallout IV Concept

Setting

The year is 2297. A full century has passed since the Warrior merged with the Calculator. The Iron King, as the new entity became known, eliminated the Brotherhood's leadership shortly after his ascension and folded the leaderless organization into its own robot army, creating the Iron Army, a united force of man and droid whose purpose was carving a new kingdom out of the foundations provided by the fascist policies of the original Brotherhood.

Gradually, as the Iron Army subjugated rogue units that refused to be absorbed by the new organization and conquered new towns, the Iron King enacted new policies. First, he outlawed slavery and racism, as they were obstacles on the way to creating a brave new world. Second, through upgraded protocol robots, he established a new system of control, removing old leaders and replacing them with his artificial agents. Third, he unified the economy to create a single, powerful industrial engine focusing on rebuilding the infrastructure of the cities under his control, first and foremost rebuilding the Buena Vista nuclear power plant.

As the years passed, the Iron Kingdom prospered, establishing reclamation operations in major cities in its sphere of influence, creating a stable agriculture and re-cultivating cities. But all was not well. Without a mortal shell, the Warrior's mind slowly lost its connection to humanity, slowly becoming as cold and calculating as the very enemy he fought all those years ago. Cold logic and absolute reason slowly dominated in everyday governance, creating an unforgiving, yet prosperous kingdom.

The Iron Kingdom, powerful as it may be, is just one of several powers that flourished in the wastes. The mutant tribes from Florida, chased away from the peninsula by a massive flood are coming into the Midwest, while the rulers of Ronto just recently launched a campaign of expansion to secure the Great Lakes after allying themselves with Lord Ashur of the Pitt.

And then there are the news of a mysterious plague spreading in the northern reaches...

Gameplay

First person perspective, with a complete overhaul of mechanics based on Far Cry 2 gunplay.
Instead of a seamless, but miniature world, the game offers a large worldmap with individual locations represented by large, detailed maps that feel like cities, not movie sets.

Diverse major locations, including Ronto, the Iron Throne (formerly Cheyenne Mountain), Chicago, the Crawling City, all connected by the worldmap.

A multitude of minor locations, together with an easy-to-use location editor, allowing seamless integration of new locations into the existing worldmap.

Weapons deteriorate and eventually break realistically. Repair is handled by swapping out parts (barrel, trigger mechanism, weapon body, focusing crystals, capacitors  amplifiers), rather than banging together two copies of the same weapon.

Weapon mods expanded, featuring removeable add-ons in addition to permanent modifications (think S.T.A.L.K.E.R.: Call of Pripyat).

Armours that can be modified.

Overhaul of the inventory system, a proper backpack is needed to actually carry your inventory (think Jagged Alliance 2 v. 1.13).

Robust faction system, just like in Fallout: New Vegas.

A wide selection of weapons based on the catalogue available in Fallout, Fallout 2, Fallout Tactics, Fallout 3 and Fallout: New Vegas, omitting real-life weapons.

2 comments:

  1. Gameplay is ok, but hardly innovative. Story is lacklustre, silly and unoriginal. "First, he outlawed slavery and racism, as they were obstacles on the way to creating a brave new world."- gimme a fucking break.

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    Replies
    1. Can you be a bit more precise in your criticism? Keep in mind that this is just the broad strokes, not an in-depth outline of the background and story.

      Also, note that I was working off the Good Karma ending for Fallout: Tactics. If you have a bone to pick, pick it with the developers of Fallout Tactics, not me.

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