Gametitle-FOX.pngThe following is based on Fallout Extreme and is not canon.

Fallout Extreme is a canceled squad-based first and third person tactical video game planned for the original Xbox and PlayStation 2. It was in development by 14° East and would have been published by Interplay Entertainment. Its existence was unknown until the design document was leaked online on January 27, 2010.[citation needed]

Development[edit | edit source]

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, was the lead producer, and Todd J. Camasta was the art director. It never proceeded past the conceptual phase, but would have used the Unreal Engine.

Gameplay[edit | edit source]

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, Native American shamans, and even 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 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 in order 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.

Story[edit | edit source]

It's unclear when exactly the game would have taken place, but "almost a century has passed" since the Great War according to the design document.

The Brotherhood of Steel, the "once silent organization," has been expanding and seizing more and more territory under their 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 FEV 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 player's cause.

However, after defeating the Brotherhood of Steel, the player would learn why the Brotherhood set out to Canada and Alaska in the first place. The rebels must now venture across the Bering Strait, through Russia and 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 take place within the Forbidden City, where the Chinese Emperor resides.

Locations[edit | edit source]

Chapter One: Pacific Northwest of America[edit | edit source]

Chapter Two: Bering Strait[edit | edit source]

Chapter Three: Northeast Asia[edit | edit source]

Chapter Four: China[edit | edit source]

Factions[edit | edit source]

Characters[edit | edit source]

Initial squad members:

Behind the scenes[edit | edit source]

The game's design document is presently at the Brian Sutton-Smith Library and Archives of Play at The Strong Museum in Rochester, New York, limited to on site researchers only.

Gallery[edit | edit source]

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